The Usual Suspect: A town your witch has recently been visiting starts having the local children go missing. The leader of the local town guard suspects the witch, and it is up to them to find the children and clear their name.

Improved Familiar: Your witch’s familiar reveals that it is actually a different sentient creature. The witch and her familiar still share the same bond, but the familiar seems distant. When the witch questions their familiar, it lets them know that a collection of similar creatures is in danger. This is a good way to tie Improved Familiar, a common witch feat choice, into the game world.

Broken Covenant: A coven of hags has learned about your witch, and wishes to bring them into the fold. If your witch resists the pull, the party can seek out and destroy the coven. If, however, they find the offer intriguing, the hags can become patrons of the party.

A Past Life: An item that the party finds reveals itself to be sentient. If the Witch interacts with this object in any way, it will reveal that it knew the Witch in a past life. This can be used to link the witch directly to the events of your main campaign, or lead to a side quest where the Witch can find a powerful magical item.

Healing Wicca: The party comes to a town where the residents are ill. The party Witch finds the notes of a past witch who lived in the village, detailing the ingredients needed to cure the illness. Finishing the potion, however, will require the heart of a powerful monster that lives in the woods.

From Beyond The Grave: The Witch starts receiving dreams of a person in duress in a nearby cave. This person shares similarities to the Witch, like a shared trauma or a similar upbringing. The witch knows that the person is already dead, but the ghost in their dreams promises to lead the witch to a cache of jewels if their spirit is avenged.

A Curse Lifted: The party comes across a town where the residents seem to be joyless. The Witch discovers that the town has been cursed by a previous Witch who had a magic item stolen from them. If the Witch completes a ritual to cleanse the town, they may get the magic item as a reward.

A Total Fraud: As the party travels through town, they come across a man selling healing potions for a very low price. If the party buys one, the witch can make a dc 10 arcana check. On a success, they will notice that the potion is fake. When the man is questioned he reveals that he is a member of the local thieves guild.

True Love? The local magistrate has been acting strangely lately. If the witch gets to talk to him, they can make a DC 10 Arcana check to reveal that the magistrate is under effect of a charm person spell. When questioned, the magistrate reveals he has recently been smitten by a local shopkeeper.

A Helping Hand: As the party travels, a girl in a tattered cloak approaches the witch. The girl reveals that she is a changeling, and that she is currently being hounded by her mother to join a coven.

The Black Cauldron: While researching at a local library, the witch discovers that there is a magical cauldron in an abandoned estate nearby. The estate, the report says, was once owned by a mad noble, and is reported to be haunted.

Park Ranger: The Witch’s Familiar starts acting strangely. When the Witch communes with their familiar, they sense that it is angry and afraid. Searching the local woods shows evidence of a person or creature killing animals en masse in some sort of strange ritual.

Bad Dreams: A local noble comes to The Witch to buy a potion to soothe their dreams. If the Witch makes a DC 10 Arcana or Religion check, they will realize the noble is being haunted by a banshee. The noble reveals he recently killed a peasant in a duel.

Animated Object: As the party travels along the road, an animated broom approaches the Witch. If the party follows the broom, it will lead them to another witch who is being besieged by monsters.

An Unhappy Medium: A famous medium has swung through town, promising to reconnect people with their dead loved ones. If The Witch decides to attend a séance, a DC 10 Arcana or Religion check will reveal that the medium is not communicating with the dead, but is instead using cold reading techniques to part people from their coin.

An Invitation: Through dreams, the witch receives a vision of a circle of mushrooms in a local wood. Upon awakening, an NPC that the party likes, a favorite shopkeeper for example, has gone missing. When the party goes to the NPC’s residence to investigate, they discover a fey creature. It says that it will free the NPC if the witch attends a ball as a representative of her patron.

Overdue: When the party wakes up from a long rest, they find a Barbed Devil in their room/campsite. The Devil tells the witch that he has recently bought the debt that she owes to her Patron, and if the party does not find a certain cursed pair of shackles, he will have the legal right to the witches soul.

Outer God’s Favor: The party hears about a nearby town that has recently gone dark. When the Party goes to investigate, they find the townspeople have all gone mute. When the townsfolk see the witch however they point to them and say, “Behold, the master’s chosen has arrived!”

Return the Favor: The witch receives a letter from a person they have helped in the past. The letter reveals a location of a very powerful magical item buried deep within a tomb of a long dead witch, deep in the jungle.

Friends in High Places: While relaxing at a tavern or similar public place, The Witch is approached by a woman wearing a mask. She promises the witch a considerable amount of coin if she will place a curse on a powerful public official.

Mark Russell is a writer, musician, and cheese packer. His current project is Ribashda, a high fantasy, horror-influenced world that is 5 times the size of our own. Featuring 5 new classes, 10 new races, tons of new monsters, and new mechanics for GM’s to play with, Ribashda is an exciting and dangerous new homebrew setting for 5th edition. Come adventure in the playground of the gods, just be careful where you step.

The timing seems a bit weird as Starfinder came out a few years ago, but Paizo has released a Starfinder Beginner Box. Check out the Dragon and Things crew in the official commercial:

According to Paizo.com:

Launch into an exciting universe of science fantasy adventure with the Starfinder Beginner Box! Create and customize your own futuristic hero to play through challenging adventures and action-packed battles against dangerous foes! With streamlined rules, this deluxe boxed set is the ideal introduction to the Starfinder Roleplaying Game, an imaginative tabletop roleplaying game for 2-7 players. Welcome to the best launchpad for a lifetime of pulse-pounding adventure among the stars—the only limit is your imagination!

Warlock-Sibling Rivalry. Your patron has grown bored and decided to pit you against another of their favored warlocks, in a race to complete a series of increasingly dangerous requests.

Unwelcome Wagon. Due to recent cult activity (and what really amounts to closed-mindedness!), an edict from local administration has been issued, ordering the removal of those who have pacts with otherworldly entities.

Two Weeks Notice. Your patron abruptly sends you a message: in two weeks time, the powers you had been granted will be rescinded unless you can convince them otherwise with a grand gesture.

It’s In You To Give. Your patron has sent omens to you indicating that it’s time for their centennial blood drive! You need several gallons of blood to sacrifice to them, but you’ve been given a lot of freedom to interpret exactly how the blood should be obtained…

The Kids Aren’t Alright. A group of local schoolchildren have discovered an Eldritch tome, causing a litany of bizarre occurrences to fall upon the settlement. You recognize those occurrences as omens of a disturbing event that could come to pass should the tome not be stored safely.

They Walk Among Us. Your patron has decided to take a vacation on the material plane and has requested you be the ‘tour guide’ for their clueless avatar.

Which One Do I Shoot? A con-artist has stolen your identity and invoked your patron in inappropriate ways. You must find the imposter and clear your name.

Mr. Sandman. You come upon a sleepy small town — where no one will wake up! Try as you might, all the townsfolk are locked in an unending slumber. And on top of that, you discover that drawing upon your eldritch magic here causes you to have strange, dreamlike visions.

Best In Show. The annual Westmarch Familiar Show is happening soon, and warlocks from all over will be attending to celebrate the sport and glory of purebred familiars. This year, your (second) sight is set on the coveted Best In Show trophy!

Face on the Milk Carton. Your familiar has gone missing, and even the Find Familiar spell fails automatically when you try to cast it. You must now seek answers to the bizarre disappearance of your trusted friend.

Groundhog Daze. Your patron has become mad at you for a reason you don’t understand. As punishment, you and your friends have been trapped in a horrific demiplane where you’re forced to relive the same day over and over again until you understand what you’ve done wrong.

Night at the Arboretum. You’ve been tasked with ‘acquiring’ a rare magical herb from an arboretum. But when the light of the full moon falls through the skylights, you’re shocked to see the plants come to life — and they’re hungry!

Love Shack. A disembodied voice wakes you up to an unknown environment and begins to narrate your actions. You find yourself in a strange locked keep, along with several other confused individuals. No one remembers how they got here, but the voice is encouraging everyone to find true love.

Last Destination. You begin to experience visions of the imminent deaths of various people around you. You can warn them and change fate, but when you cheat death, there is a price to be paid.

Dancing Fever. A curse has befallen a small town, where everyone has become unable to stop dancing. You’ve been asked to employ your knowledge of curses and try to root out the cause of this strange malady.

The Hills Have Eyes and At Least Three Mouths. The superstitious townspeople insist that a strange aberration is living in the hills behind the town. You’ve decided to take it upon yourself to prove to them that such a strange creature couldn’t possibly exist — but you’re in for a terrible surprise.

Harassed By An Angel. One of the mightiest of celestial beings – an angel – has come from on High to teach people the error of their ways. And to your great annoyance, they’ve decided to make you their pet project.

Big Trouble In Little Waterdeep. A group of tiny people from a strange tiny version of your plane of existence have summoned you – a giant – to help them overthrow the horrific creatures that plague them.

Seven Hags for Seven Brothers? A forlorn green hag has approached you with a problem: each of her sisters is engaged to be wed in a massive wedding ceremony, and she needs help finding a spouse fast.

Scruffy the Vampire Slayer. An elderly town busybody frequently insists that they are a notorious vampire slayer. No one believes them, but when bodies with twin bite marks on the neck start showing up all over town, you’re forced to turn to them for help.

Sarah Ellis Fox and Matt Klassen are from Vancouver, Canada and run the comedy D&D podcast Adventure.exe. Now in its second season, the show has a colorful cast of unique and horrifically unoptimized characters in a rich homebrew multiverse. You can listen to the first episode here, see the latest updates on Facebook and Twitter or throw a couple of coins in their Patreon here.

Side note: Apparently the Olive Garden requires its customers to keep their pants on at all times. Help me pay my legal fees by clicking these links:

The sorcerer, imbued by fate with powers beyond the ken of mortals, inspires envy and suspicion in equal measure. Their strange, intrinsic connection with arcane force can be a blessing or a curse, and each sorcerer must come to grips with the fact that they are fundamentally different from everyone else they know, whether they like it or not. Whether they learn to accept their curse or embrace their gift, sorcerers can tap into the power of the multiverse and shape it to their will. Yet another reason to not pick on the weird kid at lunch….

1. Racial tensions rise when the beornings raise the price of honey at market day, blaming the human village for a mysterious illness among the bees.

2. A boy with unexplained powers is blamed for the village’s misfortune, and will be burned at the stake at first light if no one intervenes.

3. An important bridge across a misty ravine has collapsed, and the work crew sent to rebuild it has disappeared, leaving grisly clues behind.

4. A bitter nobleman hires the party to help spy on his romantic rival, who has dark secrets he will do anything to conceal.

5. At an orc-dwarf treaty signing brokered by humans, a high-ranking officer of the dwarvish iron mining guild is found murdered, threatening a fragile peace.

6. A wealthy merchant’s impetuous and spoiled son craves adventure, and wants to investigate an abandoned keep rumored to be haunted. The merchant will pay the party handsomely to see that the boy stays out of trouble.

7. A rash of unexplained murders at the university is causing panic, as construction begins on a new campus library.

8. Dark dreams plague an aging duke, even as, one by one, his rivals die mysteriously in the night. The duchess hires the party to watch over him, in case he is next to be killed.

9. The old hermit in the hills was once a renowned healer, they say. Perhaps he will know how to stop the strange fever that began near the crypts.

10. A dangerous relic of the Old People is found in a tunnel, awakening an eons-old evil that could end the world a second time.

11. During a lightning storm, a castaway from another world appears, wielding strange weapons and arcane powers. But her troubles have followed her to your world, and sending her back requires the party to make some dark choices.

12. A new prophet has arisen among the human population, preaching a fanatical religion of blood and fire. But who… or what… are they really worshiping?

13. Passing by an ancient circle of standing stones, you are stricken by excruciating pain, and the knowledge that something terrible is slowly clawing its way into your world.

14. The newly pious king outlaws magic and other “heresies”, upon pain of death. Help smuggle a small group of elderly wizards out of the kingdom before the king’s inquisitors can find them.

15. You are approached by an old adventurer who says they are your future self, and asks you to commit a seemingly horrific crime to change future events for the better.

16. One of the king’s most trusted advisors is discovered to be a vampire, revealing a terrifying plot centuries in the planning.

17. When an artificer is arrested by the crown’s inquisitors, a device which detects beings of magical nature falls into the hands of the authorities.

18. A powerful wizard from the Academy challenges you to a magical duel, seeking to prove once and for all the superiority of academic magic over sorcery.

19. An old friend of the party, who retired from adventuring after losing a hand, is framed for a murder he could not have committed.

20. The recent crop blight and plague of strange monsters is traced back to a glowing object, which exudes magical energy too deadly for mortals to approach. The local baron is determined to possess it for himself.

Today’s guest blogger is Jacky Leung from Death by Mage, and he has delivered 20 D&D Wizard quest ideas. Be sure to check our Jacky’s latest hit, Journey into the Feywild on DM’s Guild.

The wizard, ever the seeker of knowledge and arcane spells. The mightiest of their kind endured many hardships, battles, confrontations, and disasters. A wizard early in their career can still be potent, but they still suffer the fate of mortality. Only mighty archwizards who have mastered the arcane arts become juggernauts of mystical powers and wield reality at the palm at their hand. But like all adventurers, a wizard will embark on a quest in their search for power, knowledge, and truth. Maybe they’ll learn something more along the way.

A local alchemist is indeed of reagents and ingredients for a new potion. They are willing to share the results with you, but the location of the ingredients lead to an abandoned mine.

An experiment has gone awry, you must search for clues to learn what happened to the missing arcanist’s research and their location.

A group of renegade mages is causing havoc across several villages, innocents have been harmed, and some have declared themselves de facto rulers in these townships.

There is a village that appears once every 50 years, today is the day it returns again, and possibly your last chance to break the curse that binds the village and its people.

Strange occurrences have happened near a small city, stories of creatures made of fire and rock are said to roam in the countryside, the party is hired to put a stop to the creatures and whatever is causing them to spawn.

You found a piece of a broken gemstone with odd markings, further research concluded that it was part of a larger stone that would unlock greater powers if combined.

You are hired for your arcane skills to help escort an important dignitary across hostile territory, utilizing your cunning and magical spells to pass undetected across open road.

Stories of ancient runes have peaked your interest to a remote mining town in the mountains, some believe that the writings dictate the location of a hidden tomb.

You were recruited by a former colleague to identify and possibly discover the properties of a recently discovered relic, but you learn that dangerous thieves seek to acquire the item.

You and your former colleagues from the academy meet for a class reunion, and you learn that one of your members was recently murdered at the function.

Your party has been hired as militia for a small kingdom, you are tasked with providing tactical assistance from anti-infantry measures to covert operations.

Legends speak of a mighty and powerful dragon that resides within a misty vale, said to possess ancient knowledge from ages past, the journey alone is treacherous enough.

You have been challenged to a magical duel by a rival wizard you’ve met across many years, the day before the fateful match, you learn that your opponent was murdered and the first suspect.

You have been commissioned by a local blacksmith to decipher a series of runes etched on a recently acquired suit of armor, but you realize the runes are from a dead civilization many assumed to be a myth.

Your party has been hired for an expedition into a dangerous ruin full of ancient traps and deadly arcane wards, but the area makes magic unstable when cast.

An odd curse has befallen one your party members, causing them to age younger with each passing day, soon they will cease to exist unless you can find the source and reverse it.

You seek entry to an acclaim library said to house the world’s knowledge but in order to enter, you must present a book or piece of written work of near priceless quality.

You found a skull inhabited but a spirit of intellect that possesses massive stores of knowledge, during your inquiries, you hear of a mystical tome that belonged to a powerful archwizard that has been deceased for centuries.

In your studies, you learn that certain stars and constellations align once every few hundred years that bring results in calamity and destruction, and that the event was approaching within one week.

A coalition of sheep herders hires you and your party to help prevent more missing sheep at night, some have suggested for you to use magic to disguise the sheep.

Jacky Leung grew up in sunny South Florida and continues to reside in the land of eternal sunshine. He started playing tabletop RPGs with D&D 3rd Edition back in the early 2000s. Since then, he has played various other RPGs and continues to enjoy discovering new systems. He enjoys writing about RPGs and discussing about different approaches to improve storytelling. He can be found on his blog at deathbymage.com, and can also be found on his Twitter. He also writes for Encounter Roleplay covering RPG reviews, news within the community, and Kickstarter features. Jacky has written products on the DMsGuild and DriveThruRPG and creates original concepts on his Patreon.

Jacky has also been featured for his iconic D&D 5th Edition Santa Claus, and you can read more about it:

DM screens are sometimes a hot button issue. DMs either love them or hate. A lot of players complain that DMs are cheating behind their screens. I personally use a screen to hide minis and terrain pieces. I still make my rolls on the table in front of my players. One issue I do have with using a DM’s screen is that I can’t see the whole table/battle mat. That issue was resolved when I found the The World’s Greatest Screen at Gen Con a few years back (you can find the original article here).

Hammerdog offer their screens in three formats: vertical, horizontal, and mini. What makes them the world’s greatest? Well according to their website:

Today we have a guest blogger, Mia Johnson from Tipsy Badger. She has prepared 20 D&D Quest Ideas for bards.

The children of the surround farmland have been disappearing, some say a satyr play his flute just on the edge of the woods, enticing them to join his dance.

Despite the disappearing members and strange accidents happening around the traveling circus, the troupe seeks new headliners for this evening’s show.

A haunting melody rouses the party from their sleep to see a ghostly veiled woman drifting towards a pond, beckoning the party with her hand before sinking below the water.

Drunken revelry draws the party’s attention to a crowd of townsfolk gathered round a fighting pit, the betting pot valuing a small fortune.

The whole town decorated in fresh flowers and summer banners, many walls and posts are littered with fliers detailing a competition on the center stage, winner receives a hefty some of gold and a masterwork instrument by a local craftsman.

Many musicians have been disappearing from town, rumor has it a devilish creature stalks through the streets at night with his corpse band chained to his side.

A young red dragon with a belled collar around its neck comes bounding through the woods near the party, followed by an out of breath young elf singing an off-key lullaby in an attempt to soothe the beast .

The thieves guild has got a big score lined up from a nobles manor, and they’re willing to give the party a cut if a big diversion is made in the market district.

After a long evening of celebrating their latest victory, the party finds their pockets and sheaths empty with the vague memory of one of the tavern names that they had visited.

The streets are littered with a variety of statues locked in expressions of fear, in the town square large stone beings gather up statues, dragging them towards the keep.

A symphony of terrified screams bring the party’s attention to a large troll walking down the city street, peering through doorways and windows looking for someone.

Desperate, a baron seeks local performers in an attempt to make his bride to be smile.

A woman follows the party wherever they go, claiming to be the bard’s daughter.

It is an annual tradition for a musician to enter the catacombs perform a song to soothe the restless dead, with a necromancer claiming the area as his own, no musicians have been willing to enter the dead infested underground, and the deadline is fast approaching.

The party stumbles upon a slaughtered caravan, the only survivor, fast asleep among the carnage is a blood covered old man with scars over where his ears should be. As the party approaches, the old man opens his eyes, and a toothy grin spreads across his face as he transforms into a hideous abomination.

While building a new addition onto the lord’s manor, the workmen discovered a series of tunnels underneath the household as well as a gray cow-like beast with milky eyes guarding them, at least that’s what the surviving woman claimed to his lordship. A reward has been posted to all the surrounding towns for anyone who can slay the beast.

In a run-down tavern, a huntsman recounts finding a carved door surrounded by small shards of glass and other found objects set into a hillside, he swears the door opened a crack when the birds were singing.

A neatly written letter is delivered by courier detailing out a plea by a well-renowned songstress, believing someone is going to make an attempt on her life, asks the party to protect her or take her place on stage.

When performing in a local tavern, a finely dressed heckler insults the bard’s performance. If confronted, it will be revealed that the heckler is in fact the duke that rules over the surrounding land, and will call for the arrest of the party, and will try to have them run out-of-town.

In danger of losing his position as royal court jester, the old fool begs the party to help him perform a simple play of three old maids for his lord. In return, he promises to reward the party his grandfather’s prized possession.

About the Author:
The minute I could pick up a crayon, my parents had to cover the walls with paper to save the walls from my creations. I’ve been fascinated with art, story, film-making and of course Dungeons & Dragons all of my life. I’ve been attending Columbia College Chicago with a major in Cinema Arts & Sciences and minoring in animation to further my love and appreciation for both art and story. I founded the art page Tipsy Badger after finishing a piece for my own D&D game for some extra experience points from my dungeon master. One hairy dwarven maiden pin-up and I was hooked on this genre of art. The traditional hero type I have a harder time connecting with, you’re telling me those huge badonka-honkers don’t have stretch marks anywhere on them? I don’t think so. It’s important these little details, especially in art. Most everyone is going to have sagging bits, or folds, or stretch marks or hair (so much hair). It’s important to be proud of these features, both in-game, in art, and outside of it. If you’re looking for some naked hairy wizards you can find my work at any of the links below.

Publisher: Dungeon Masters GuildWelcome dear reader to Hamund and rsquo;s Harvesting Handbook, written by none other than I, Hamund Holderhek! But who am I you ask? Well, I am an adventurer at heart, a writer by passion, and a harvester at trade. I have travelled the many planes of the multiverse in search of adventure and story (for more of those stories, p […]

Publisher: Dungeon Masters GuildLaunch Sale! For a short time only, this title is just $9.95 $7.95! and nbsp; Over two thousand years ago, a philosopher-general named Sun Tzu wrote The Art of War, the seminal work on military strategy. Discover how you can use these ancient secrets to master the game of Dungeons and amp; Dragons! This book has the following […]

Publisher: Dungeon Masters GuildI want to loot the thing! When brave adventurers face the dangers of the world, they want something to show for it. This supplement provides individual loot for each monster in the Monster Manual, as well as a basic crafting and harvesting system that works well with 5th Edition Dungeons and amp; Dragons. and nbsp; With this s […]

Publisher: Dungeon Masters GuildWelcome to Keeping It Classy: The Barbarian This book aims to give you a host of new options for the Barbarian class, to liven up your game. This includes the following: 15 new Barbarian Paths 5 new backgrounds (usable by everyone, but thematically appropriate for Barbarians) 1 new race (the redscale lizardfolk - a semi-civili […]

Publisher: Dungeon Masters GuildVillains and amp; Lairs III FREE Expand your game with this collection of and nbsp;8 NPCs of various challenge ratings, one of which includes and map and details of its lair. Add these NPCs as a and nbsp;side-quest, a main villain, a one-shot, a and nbsp;bounty for easy money, or and nbsp;however and nbsp;else you wish. and nb […]

Publisher: Dungeon Masters GuildReturn to the Ghost Tower of Inverness This is a familiar scene. Shackled. Bound. The same faces surround you as the last time you were inthis dark, dank cell. Your friends, your party members. You and rsquo;ve been told that your actions have led todeath and destruction near and far, but you were only doing what was demanded […]

Publisher: Dungeon Masters GuildLimited-time introductory price of just $6.95! Take the characters adventuring on the savage seas! Encounters on the Savage Seas II contains 16 mini-adventures and includes NPCs, locations, new creatures, and magic items to add to your nautical adventures. We and rsquo;ve even included scaling suggestions so they can be used w […]

Publisher: Dungeon Masters Guild "To all available sellswords and adventurers: The town desperately needs sentries, if only for a day. The council promises a generous reward in gold and perks. Visit the Administrator in the town hall at your earliest convenience. Pastries and tea will be offered." - Administrator Mandy Otter This is a collection of […]

Publisher: Dungeon Masters Guild"Few men have been brave enough to challenge a dragon without an army at his back, and fewer still have lived to tell the tale. Dragons are cunning beasts, with a deep thirst- whether it be for blood, knowledge, or justice, a dragon will always keep itself sated. Be wary of their kind." - and nbsp;Dragonslayer Fordea […]